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Beta 2. Nothing much changed from Beta 1 (other then all of them being in the same pk3!). I did fix the exploit regarding my map. Glen has a proper UV placement now for his map.
Spoiler:
So based on the interest in the idea threads both here and ZDF, I'm going to start this earlier than Dec 1 like I originally thought to.
The goal is to make a GZDoom or ZDoom map (the former will be the main focus of the project though) in any theme. However, the map must be "Just GZdoom" is most aspects, being that it ought to play like your average Boom megawad.
Here are some rules.
-A GZDoom or Zdoom map (The mapset will ultimately be for GZDoom though).
-Coop starts + compatibility for Co-op multiplayer in (G)Zdoom.
-You may use any mapping feature introduced by GZDoom. Be sure to be creative. However, please do not assume dynamic lights are your main lighting source for the map and don't be excessive with them.
-You may start a new map or continue a map in progress as long as it goes with the rules.
-You may use whatever theme of textures you like. It is highly encouraged you introduce custom textures into your level and create a unique theme. Just make them in PNG format in a separate directory in Textures.
-You are given 100 DoomED numbers for decorations an up to 2 of them can be new monsters. These new monsters must be unique and cannot replace an existing monster.
-You may introduce sounds for your map as long as they do not replace anything (So say, ambient noises and maybe doors and such).
-You may not introduce new weapons.
-You may not introduce assets in general that replace anything.
-You may not make scripted cutscenes or anything that suggests it.
-You may have the "handholding" text that Quake and Hexen use ("Press that button!" "You hear monsters farting above you"). I would use it sparingly though.
-Music can be in any format with a small exception. Please use a looping OGG instead of MP3 if you can.
-You have until Jan 8th to submit your map. It must be in a playable finished state. During the next 3 weeks after a review process will happen to crush any bugs. If no bugs were found or dealt with, the map will be released in the way it was submitted on Jan 8th.
-There will be no quota on the amount of maps in the project.
-To sign up, just mention that you would like to make a map and I'll assign you the DoomED numbers.
Hmm... I may be interested, but I'll have to see how real life and other stuff goes. And I already have Club RWBY and I don't really want to start another Doom project yet.
I'd advise against custom shaders, given how Graf said the (poorly) documented implementation is no longer entirely compatible with GZDoom 2.x, and the new implementation of shaders isn't entirely finished.